Merge pull request #97428 from clayjohn/shadow-filter-jitter-rebase
Jitter shadow map dithering pattern across frames when TAA is enabled
This commit is contained in:
commit
bfe74eca3b
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@ -1131,6 +1131,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
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scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
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scene_data.camera_visible_layers = p_camera_data->visible_layers;
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scene_data.taa_jitter = p_camera_data->taa_jitter;
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scene_data.taa_frame_count = p_camera_data->taa_frame_count;
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scene_data.main_cam_transform = p_camera_data->main_transform;
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scene_data.flip_y = !p_reflection_probe.is_valid();
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@ -1886,7 +1886,7 @@ void fragment_shader(in SceneData scene_data) {
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float range_begin = directional_lights.data[i].shadow_range_begin.x;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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blend_count++;
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}
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@ -1902,7 +1902,7 @@ void fragment_shader(in SceneData scene_data) {
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float range_begin = directional_lights.data[i].shadow_range_begin.y;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
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float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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if (blend_count == 0) {
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shadow = s;
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@ -1927,7 +1927,7 @@ void fragment_shader(in SceneData scene_data) {
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float range_begin = directional_lights.data[i].shadow_range_begin.z;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
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float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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if (blend_count == 0) {
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shadow = s;
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@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) {
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float range_begin = directional_lights.data[i].shadow_range_begin.w;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
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float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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if (blend_count == 0) {
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shadow = s;
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@ -2003,7 +2003,7 @@ void fragment_shader(in SceneData scene_data) {
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pssm_coord /= pssm_coord.w;
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord);
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count);
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if (directional_lights.data[i].blend_splits) {
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float pssm_blend;
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@ -2037,7 +2037,7 @@ void fragment_shader(in SceneData scene_data) {
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pssm_coord /= pssm_coord.w;
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float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord);
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float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count);
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shadow = mix(shadow, shadow2, pssm_blend);
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}
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}
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@ -2220,7 +2220,7 @@ void fragment_shader(in SceneData scene_data) {
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continue; // Statically baked light and object uses lightmap, skip
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}
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float shadow = light_process_omni_shadow(light_index, vertex, normal);
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float shadow = light_process_omni_shadow(light_index, vertex, normal, scene_data.taa_frame_count);
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shadow = blur_shadow(shadow);
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@ -2292,7 +2292,7 @@ void fragment_shader(in SceneData scene_data) {
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continue; // Statically baked light and object uses lightmap, skip
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}
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float shadow = light_process_spot_shadow(light_index, vertex, normal);
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float shadow = light_process_spot_shadow(light_index, vertex, normal, scene_data.taa_frame_count);
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shadow = blur_shadow(shadow);
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@ -1450,9 +1450,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.x;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
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vec4 v = vec4(vertex, 1.0);
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@ -1467,9 +1467,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.y;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
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vec4 v = vec4(vertex, 1.0);
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@ -1484,9 +1484,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.z;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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} else {
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vec4 v = vec4(vertex, 1.0);
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@ -1501,9 +1501,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.w;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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}
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@ -1522,9 +1522,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.y;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
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shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
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@ -1539,9 +1539,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.z;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
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shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
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@ -1555,9 +1555,9 @@ void main() {
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float range_begin = directional_lights.data[i].shadow_range_begin.w;
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float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
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vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
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shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
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shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count);
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} else {
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shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
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shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count);
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}
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pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
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@ -1627,7 +1627,7 @@ void main() {
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pssm_coord /= pssm_coord.w;
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord);
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shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count);
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if (directional_lights.data[i].blend_splits) {
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float pssm_blend;
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@ -1661,7 +1661,7 @@ void main() {
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pssm_coord /= pssm_coord.w;
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float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord);
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float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count);
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shadow = mix(shadow, shadow2, pssm_blend);
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}
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@ -1767,7 +1767,7 @@ void main() {
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break;
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}
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float shadow = light_process_omni_shadow(light_index, vertex, normal);
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float shadow = light_process_omni_shadow(light_index, vertex, normal, scene_data.taa_frame_count);
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shadow = blur_shadow(shadow);
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@ -1812,7 +1812,7 @@ void main() {
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break;
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}
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float shadow = light_process_spot_shadow(light_index, vertex, normal);
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float shadow = light_process_spot_shadow(light_index, vertex, normal, scene_data.taa_frame_count);
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shadow = blur_shadow(shadow);
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@ -52,11 +52,11 @@ struct SceneData {
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uint fog_mode;
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highp float fog_density;
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highp float fog_height;
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highp float fog_height_density;
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highp float fog_height_density;
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highp float fog_depth_curve;
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highp float pad;
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highp float fog_depth_begin;
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highp float taa_frame_count;
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mediump vec3 fog_light_color;
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highp float fog_depth_end;
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@ -264,7 +264,7 @@ float quick_hash(vec2 pos) {
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return fract(magic.z * fract(dot(pos, magic.xy)));
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}
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float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
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float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord, float taa_frame_count) {
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vec2 pos = coord.xy;
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float depth = coord.z;
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@ -275,7 +275,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
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mat2 disk_rotation;
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{
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float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
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float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI;
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float sr = sin(r);
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float cr = cos(r);
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disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
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@ -290,7 +290,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
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return avg * (1.0 / float(sc_directional_soft_shadow_samples));
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}
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float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
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float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord, float taa_frame_count) {
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vec2 pos = coord.xy;
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float depth = coord.z;
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@ -301,7 +301,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
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mat2 disk_rotation;
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{
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float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
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float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI;
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float sr = sin(r);
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float cr = cos(r);
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disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
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@ -316,7 +316,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
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return avg * (1.0 / float(sc_soft_shadow_samples));
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}
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float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
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float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth, float taa_frame_count) {
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//if only one sample is taken, take it from the center
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if (sc_soft_shadow_samples == 0) {
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vec2 pos = coord * 0.5 + 0.5;
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@ -326,7 +326,7 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec
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mat2 disk_rotation;
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{
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float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
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float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI;
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float sr = sin(r);
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float cr = cos(r);
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disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
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|
@ -359,14 +359,14 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec
|
|||
return avg * (1.0 / float(sc_soft_shadow_samples));
|
||||
}
|
||||
|
||||
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
|
||||
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale, float taa_frame_count) {
|
||||
//find blocker
|
||||
float blocker_count = 0.0;
|
||||
float blocker_average = 0.0;
|
||||
|
||||
mat2 disk_rotation;
|
||||
{
|
||||
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
|
||||
float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI;
|
||||
float sr = sin(r);
|
||||
float cr = cos(r);
|
||||
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
|
||||
|
@ -412,7 +412,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
|
|||
return nd * pow(max(distance, 0.0001), -decay);
|
||||
}
|
||||
|
||||
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
|
||||
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal, float taa_frame_count) {
|
||||
#ifndef SHADOWS_DISABLED
|
||||
if (omni_lights.data[idx].shadow_opacity > 0.001) {
|
||||
// there is a shadowmap
|
||||
|
@ -444,7 +444,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
|
|||
|
||||
mat2 disk_rotation;
|
||||
{
|
||||
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
|
||||
float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI;
|
||||
float sr = sin(r);
|
||||
float cr = cos(r);
|
||||
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
|
||||
|
@ -537,7 +537,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
|
|||
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
|
||||
depth *= omni_lights.data[idx].inv_radius;
|
||||
depth = 1.0 - depth;
|
||||
shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
|
||||
shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth, taa_frame_count), omni_lights.data[idx].shadow_opacity);
|
||||
}
|
||||
|
||||
return shadow;
|
||||
|
@ -698,7 +698,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
|
|||
specular_light);
|
||||
}
|
||||
|
||||
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
|
||||
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal, float taa_frame_count) {
|
||||
#ifndef SHADOWS_DISABLED
|
||||
if (spot_lights.data[idx].shadow_opacity > 0.001) {
|
||||
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
|
||||
|
@ -729,7 +729,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
|
|||
|
||||
mat2 disk_rotation;
|
||||
{
|
||||
float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
|
||||
float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI;
|
||||
float sr = sin(r);
|
||||
float cr = cos(r);
|
||||
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
|
||||
|
@ -770,7 +770,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
|
|||
} else {
|
||||
//hard shadow
|
||||
vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
|
||||
shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
|
||||
shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv, taa_frame_count), spot_lights.data[idx].shadow_opacity);
|
||||
}
|
||||
|
||||
return shadow;
|
||||
|
|
|
@ -112,6 +112,7 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
|
|||
|
||||
ubo.taa_jitter[0] = taa_jitter.x;
|
||||
ubo.taa_jitter[1] = taa_jitter.y;
|
||||
ubo.taa_frame_count = taa_frame_count;
|
||||
|
||||
ubo.z_far = z_far;
|
||||
ubo.z_near = z_near;
|
||||
|
|
|
@ -48,6 +48,7 @@ public:
|
|||
Transform3D cam_transform;
|
||||
Projection cam_projection;
|
||||
Vector2 taa_jitter;
|
||||
float taa_frame_count = 0.0f;
|
||||
uint32_t camera_visible_layers;
|
||||
bool cam_orthogonal = false;
|
||||
bool flip_y = false;
|
||||
|
@ -148,8 +149,8 @@ private:
|
|||
|
||||
float fog_height_density;
|
||||
float fog_depth_curve;
|
||||
float pad;
|
||||
float fog_depth_begin;
|
||||
float taa_frame_count; // Used to add break up samples over multiple frames. Value is an integer from 0 to taa_phase_count -1.
|
||||
|
||||
float fog_light_color[3];
|
||||
float fog_depth_end;
|
||||
|
|
|
@ -2700,6 +2700,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
|||
ERR_FAIL_NULL(camera);
|
||||
|
||||
Vector2 jitter;
|
||||
float taa_frame_count = 0.0f;
|
||||
if (p_jitter_phase_count > 0) {
|
||||
uint32_t current_jitter_count = camera_jitter_array.size();
|
||||
if (p_jitter_phase_count != current_jitter_count) {
|
||||
|
@ -2713,6 +2714,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
|||
}
|
||||
|
||||
jitter = camera_jitter_array[RSG::rasterizer->get_frame_number() % p_jitter_phase_count] / p_viewport_size;
|
||||
taa_frame_count = float(RSG::rasterizer->get_frame_number() % p_jitter_phase_count);
|
||||
}
|
||||
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
|
@ -2755,7 +2757,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
|||
} break;
|
||||
}
|
||||
|
||||
camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, camera->visible_layers);
|
||||
camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, taa_frame_count, camera->visible_layers);
|
||||
} else {
|
||||
// Setup our camera for our XR interface.
|
||||
// We can support multiple views here each with their own camera
|
||||
|
@ -2777,7 +2779,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
|||
}
|
||||
|
||||
if (view_count == 1) {
|
||||
camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, camera->visible_layers);
|
||||
camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, p_jitter_phase_count, camera->visible_layers);
|
||||
} else if (view_count == 2) {
|
||||
camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
|
||||
} else {
|
||||
|
|
|
@ -33,7 +33,7 @@
|
|||
/////////////////////////////////////////////////////////////////////////////
|
||||
// CameraData
|
||||
|
||||
void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, const uint32_t p_visible_layers) {
|
||||
void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, float p_taa_frame_count, const uint32_t p_visible_layers) {
|
||||
view_count = 1;
|
||||
is_orthogonal = p_is_orthogonal;
|
||||
vaspect = p_vaspect;
|
||||
|
@ -45,6 +45,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
|
|||
view_offset[0] = Transform3D();
|
||||
view_projection[0] = p_projection;
|
||||
taa_jitter = p_taa_jitter;
|
||||
taa_frame_count = p_taa_frame_count;
|
||||
}
|
||||
|
||||
void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) {
|
||||
|
|
|
@ -307,8 +307,9 @@ public:
|
|||
Transform3D view_offset[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
Vector2 taa_jitter;
|
||||
float taa_frame_count = 0.0f;
|
||||
|
||||
void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), uint32_t p_visible_layers = 0xFFFFFFFF);
|
||||
void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), float p_taa_frame_count = 0.0f, uint32_t p_visible_layers = 0xFFFFFFFF);
|
||||
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue